Building Engagement in RPGs, Quick Thoughts

This pulls lessons from all over, but especially from Apocalypse World.

Roleplaying games are a conversation. Like any conversation, they’re at their best when the people in them are engaged and present, not distracted. Playing an RPG means sharing a collaboratively created world and holding that mutual fiction in your mind; thus, the conversation suffers when people disengage.

So how can we keep each other engaged, and avoid Continue reading

Why Roll Dice? Two Misconceptions

Maybe some of you have seen something like this before:

Player: “I want to see what’s behind this bookshelf. I hit it with my axe. I get a 3 on my attack roll.”
Storyteller: “Well… that doesn’t seem very effective. The bookshelf doesn’t move.”
Player: “Okay, I swing at it again. 5.”
Storyteller: “…”
Player: “Not good enough? I try again. 1.”
Storyteller: *Sigh* “The bookshelf falls on you. You take 6 damage.”

These rolls are boring, and this scene is a clear failure in my eyes. Not on the part of the PC, who can’t get a break with that bookshelf, but on the part of the storyteller and the player. It plays into two misconceptions that crop up in RPGs, either of which can Continue reading

Binary Success and Failure in RPGs, Quick Thoughts

Many popular RPG systems measure success (or failure) as a simple binary. For example, by a strict reading of D&D 5e’s rules, either your character is successfully sneaky or they’re not: there’s no middle ground. There’s no benefit for being exceptionally stealthy, and there’s no real penalty for being exceptionally not-stealthy. Thus, there’re no degrees of success or failure. Every test is pass or fail.

This streamlines resolution of tests, and has the benefit of being fast and simple. But it also misses Continue reading

Killing PCs, a quick reflection

Years ago I wrote a piece called “And Then You Die: A Good (Character) Death.” I’ve been thinking more about it recently, because two of my players’ characters died in the last session of D&D that I ran.

Did I actually follow my own advice? Continue reading

DIE, and other RPG development

I’ve been lucky to be part of several different people’s thoughts about RPGs in the past month.

At the beginning of April I was fortunate enough to playtest Kieron Gillen’s DIE RPG, which was Continue reading